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Team Liquid Map Contest: Team Edition!

Forum Index > SC2 General
71 CommentsPost a Reply
Normal

Team Liquid Map Contest: Team Edition!

Text byHayl_Storm
Graphics byV1
July 20th, 2018 23:03 GMT
We hope you haven't saved your TLMC 11 submissions for the last second! Because in tandem with the 1v1 contest we are pleased to announce the Team Liquid Map Contest: Team Edition!

We're on the hunt for your best maps now for 2v2, 3v3, and 4v4! Submissions are open until August 5th and we can't wait to see what you come up with.


Submission Phase

July 20th - August 5th


Rules/Restrictions:
  • Maps can be submitted to one category only - 2v2, 3v3, or 4v4. Maps cannot be submitted to multiple categories.
  • No custom textures or Force Fields.
  • Rocks and collapsible structures use default HP values and cannot be modified.
  • Individual mineral node and vespene geysers have default resource amounts and cannot be modified.
  • No custom data on maps.
  • When using air pathing blockers, avoid setting up zones that trap air units within them.


Suggestion of number of bases per map:
  • Average number of bases for 2v2, 3v3, or 4v4 categories can vary. These are suggestions and not strict guidelines.
    • 2v2 maps usually provide 5 bases per player or around 10 base locations total for one team.
    • 3v3 maps usually provide 4 bases per player or around 12 base locations total for one team.
    • 4v4 maps usually provide 3.5 bases per player or around 14 base locations total for one team.


Suggested map types for submissions:

Please note that these are merely guidelines for creating a successful team map, and do not define the different categories.

Fortress
  • Description: ­­­­ All teammates can defend the same choke.
  • Examples
    • 2v2 Arctic Gates
    • 2v2 Snowy Mesa
    • 3v3 Misty Swamp
    • 3v3 Bastion of the Conclave
    • 4v4 Old Estate
    • 4v4 Last Impact

Semi-Fortress
  • Description: There are multiple chokes and the team typically splits up to defend the chokes.
  • Examples
    • 2v2 Overgrown Facility
    • 2v2 Dusty Gorge
    • 3v3 Fields of Shazir
    • 3v3 Ujari
    • 4v4 Rooftop Terrance
    • 4v4 Troizinia

Rush
  • Description: Teammates can defend the same choke or multiple chokes but the rush distance from the player’s main starting ramp to opponent’s main starting ramp is short.
  • Average Rush Distance (main ramp to main ramp):20-35 seconds. (Note: Not a hard restriction. Could be more or less.)
  • Examples
    • 2v2 Flooded City (Rush Fortress) 28 seconds rush time
    • 2v2 Magma Mines (Rush Fortress) 36 seconds rush time
    • 3v3 Doraelus Hills (Rush Fortress) 25 seconds rush time
    • 3v3 Avalon Labs (Rush Fortress)38 second rush time
    • 4v4 Last Remnant (Rush Fortress) 20 second rush time
    • 4v4 Asper Mountain (Rush Semi-Fortress) 22 seconds rush time
    • 4v4 Megaton (Rush Semi-Fortress) 35 seconds rush time

Open
  • Description: Players start separated and do not share starting locations.
  • Examples
    • 2v2 Traitor’s Exile
    • 2v2 Shrines of Lizul
    • 3v3 Abandoned Camp
    • 3v3 Slaying Field
    • 4v4 Abandoned Parish
    • 4v4 Alaeni Enclave




TL Judging Phase

August 6th – August 12th



Once the maps have been submitted they will be checked for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team and selected professional players/community figures for judging. If you are a professional player and would be interested in helping out, PM us.

The judges will pick fifteen (15) finalist maps from the three categories to move on to the final voting stage:
  • Five (5) 2v2 maps
  • Five (5) 3v3 maps
  • Five (5) 4v4 maps


Public Voting Phase

August 13th – August 16th



The public will then vote on the final versions of these maps. Note that public voting only determines the final placing of these maps, that is, how much money each mapper wins. It does not directly affect which maps Blizzard will choose to appear in the next season of ladder. However, this is your chance to make your voice heard about which maps YOU want to be on the ladder.

Voting will be done based on team size and not map type.


Prize Distribution

Provided by Blizzard

Each category will be winner takes all! Mostly, at least, although each of the Top 15 will earn a prize of $50. The winner of each category will then earn an additional $450!



TLMC Winners Announced

August 17th



How to Submit


Mappers will be limited to six map submissions each with a limit on two maps per category.

Please PM your map file(s) to TL Map Contest with the following format before Monday, Aug 06 4:59am GMT (GMT+00:00). Please title your PMs with the name of the map and keep all submissions to one map per PM. We'll once again be asking mappers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features.

  • Map Name
  • A picture of your map. Please submit your maps with a standard 90° top-down overview. Do not use any angled or tilted images. Please mark start locations and describe any starting location constraints.
  • The size (dimensions) of the map
  • The map category you wish to enter with this map.
  • A description of the map.
  • List and describe any distinctive features of the map.
  • Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
  • Main to Main distance: (in-game seconds using a worker from town hall to town hall)
  • Top of main ramp to top of main ramp distance: (in-game seconds using a worker)
  • Natural to Natural distance: (in-game seconds using a worker from town hall to town hall)
  • Any relevant analyzer images (optional)
  • A download link to your map

Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer The_Templar instead.

Submit your map


FAQS


Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Mediafire or Dropbox and include the link in your entry.


Q: How do I attached a map file or image to a PM?
The TeamLiquid PM system does not support attachments. Instead, use an external image/file hoster such as Mediafire, Dropbox or Google drive for map files or Imgur for image files. Please sent those links along with your submission.


Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM The_Templar and we will tell you whether or not it is appropriate.


Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the mappers?
Post in their map threads and give them support, encouragement and replays on their maps! Giving your favorite mapper support will be much appreciated by the mapper. Replays are especially valuable as it helps the mapper align their design goals with the map with the reality of how people play their map.


If you have any unanswered questions please do not hesitate to ask them below or PM The_Templar who will be happy to answer them. Best of luck in the competition.



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Editor@TL_Hayl // Return of the (Marine)King
Youngrustler
Profile Joined February 2016
United States70 Posts
July 21 2018 00:02 GMT
#2
Sweet good to see a map contest for team maps, it will interesting to try my hand in team maps and cool to see others takes on team game maps.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
SidianTheBard
Profile Joined October 2010
United States2474 Posts
July 21 2018 00:34 GMT
#3
Oh geez, this is awesome but I'll be curious of the submissions. Maybe I'll have to do a map or two although I've never really done 2v2/3v3/4v4 maps. :x

My only team map was a 2v2 one and it was...yeah, terrible. I never really finished the aesthetics on it because I just knew it was bad.

To be honest, Korhal Carnage Knockout was intended to be a team map, Sooooo...... Lol. :D
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 21 2018 00:56 GMT
#4
Oh wow I didn't expect this to come back. This is pretty short notice considering I doubt most people have team maps lying around.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 21 2018 03:31 GMT
#5
im honestly curious why this even has categories at all, team mapping isnt nearly as exploree as 1v1
"Not you."
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 21 2018 05:09 GMT
#6
On July 21 2018 12:31 Meavis wrote:
im honestly curious why this even has categories at all, team mapping isnt nearly as exploree as 1v1

"Voting will be done based on team size and not map type."

seems like those categories are just tips/suggestions and don't actually affect how the judging and voting are split up at all - can someone from TL staff confirm that it's 1 winner each for 2v2/3v3/4v4?
vibeo gane,
Ej_
Profile Blog Joined January 2013
47656 Posts
July 21 2018 06:17 GMT
#7
On the bright side, whatever makes 2v2 ladder, can't be worse than current/previous maps.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 21 2018 06:29 GMT
#8
On July 21 2018 15:17 Ej_ wrote:
On the bright side, whatever makes 2v2 ladder, can't be worse than current/previous maps.


Making good 2v2 maps is actually pretty doable despite what Blizzard has shown--making good 3v3 and 4v4 maps is basically impossible though since you always end up with one or more of: excessively long distances, not enough bases, or not enough open areas.
Mora
Profile Blog Joined October 2002
Canada5235 Posts
July 21 2018 12:23 GMT
#9
This advice may be a bit dated, but it seemed sound at the time; If also articulated a little childishly haha.

http://www.teamliquid.net/forum/brood-war/30563-to-map-makers

Hi, long lost friends of TL. <3
Happiness only real when shared.
Proko
Profile Joined February 2011
United States1022 Posts
July 21 2018 16:23 GMT
#10
Damn this is a really cool thing. GL mapmakers!
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
esReveR
Profile Joined February 2010
United States567 Posts
July 21 2018 16:50 GMT
#11
On July 21 2018 15:17 Ej_ wrote:
On the bright side, whatever makes 2v2 ladder, can't be worse than current/previous maps.


Agreed, the current pool is pretty bad. It'll be fun to see what the mapmakers can come up with.
Skill is relative.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 21 2018 18:09 GMT
#12
Oh boy, I might have to make a submission for this one. I hope the finalists come out a little more standard-ish than the last team contest.

Word to the wise; there are different unspoken/soft rules when creating teamplay maps than when creating 1v1 maps, if you're a mapmaker coming from 1v1 mapping it would be good to do some research and/or play a bunch of team games before coming up with your layout(s).

On July 21 2018 15:29 ZigguratOfUr wrote:
Show nested quote +
On July 21 2018 15:17 Ej_ wrote:
On the bright side, whatever makes 2v2 ladder, can't be worse than current/previous maps.


Making good 2v2 maps is actually pretty doable despite what Blizzard has shown--making good 3v3 and 4v4 maps is basically impossible though since you always end up with one or more of: excessively long distances, not enough bases, or not enough open areas.


Totally, it's important to keep your rush distances to something similar as 1v1 but have enough bases. That's why you get oddities like (Wiki)Asper Mountain and (Wiki)Primeval Wilds where you have all these backyard bases.
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 21 2018 21:53 GMT
#13
Really interesting. It's about time team maps got some love again. I wouldn't have minded a longer window, but it is what it is. I'll see if I can't whip up something neat.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
themusic246
Profile Joined December 2012
United States211 Posts
July 23 2018 17:45 GMT
#14
I stopped playing team games because of the pools. This is really great news and the best community for it.
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Zweck
Profile Joined February 2015
Germany211 Posts
July 23 2018 22:37 GMT
#15
Yeah the teammaps were really not up to todays standards to say the least. Sadly this tlmc is so short after the "other" tlmc11, that i really need a break from grinding maplayouts x_x
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 23 2018 22:44 GMT
#16
hype <3
"not enough rights"
rogger007
Profile Joined July 2018
2 Posts
July 24 2018 00:12 GMT
#17
--- Nuked ---
Adramelech1
Profile Joined March 2018
19 Posts
July 24 2018 10:38 GMT
#18
I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 24 2018 14:19 GMT
#19
On July 24 2018 19:38 Adramelech1 wrote:
I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas

What are the importants things we shouldn't do?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Yrr
Profile Joined June 2012
Germany802 Posts
Last Edited: 2018-07-24 14:45:45
July 24 2018 14:44 GMT
#20
Dont use the current team ladder maps as an example^^


On a more serious note, I never understood why team maps have less attack paths than 1v1 maps.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 24 2018 17:52 GMT
#21
I'm generally aware of certain concepts like high-mobility units like Hellion/Zergling being able to split players apart very effectively, but team play in general is much more in the dark than 1v1, so I'd love any bits of advice from actual team game players.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ryuuga
Profile Joined July 2018
United States7 Posts
Last Edited: 2018-07-25 04:33:27
July 25 2018 04:32 GMT
#22
Hi guys here's my map 055

Map Name: 055

+ Show Spoiler +
[image loading]


Top versus bottom

Playable Dimensions: 118 x 128 = 15,104

Category: 2 v 2, Semi Fortress & Rush

Inspired by the campaign mission Zero Hour. The map 055 features a main base with a large ramp leading to the natural expansion of both players. The distance between the main bases of opposing team is not that far apart as rush attack can be pretty powerful especially with the large ramp to defend. The natural expansion of allies expands away from each other, but not to the point that’s undefendable with the help of allies. What makes 055 a semi-fortress type map is the two paths by the natural expansion away from your ally. Once players starts to expand to the natural expansion they will need to defend those paths, splitting up the two players. Skillful team play is the key to victory and especially so on 055, because on any given moment you or you ally can be facing two opponents in a 1 v 2 scenario since the map is designed to split the team players up. Coordinate with your ally to attack, defend, and overpower your opponent.

Distance between bases

Main to main: 24s
Natural to natural: 20s
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-07-25 04:44:25
July 25 2018 04:44 GMT
#23
On July 25 2018 13:32 Ryuuga wrote:
Hi guys here's my map 055

Map Name: 055

+ Show Spoiler +
[image loading]


Top versus bottom

Playable Dimensions: 118 x 128 = 15,104

Category: 2 v 2, Semi Fortress & Rush

Inspired by the campaign mission Zero Hour. The map 055 features a main base with a large ramp leading to the natural expansion of both players. The distance between the main bases of opposing team is not that far apart as rush attack can be pretty powerful especially with the large ramp to defend. The natural expansion of allies expands away from each other, but not to the point that’s undefendable with the help of allies. What makes 055 a semi-fortress type map is the two paths by the natural expansion away from your ally. Once players starts to expand to the natural expansion they will need to defend those paths, splitting up the two players. Skillful team play is the key to victory and especially so on 055, because on any given moment you or you ally can be facing two opponents in a 1 v 2 scenario since the map is designed to split the team players up. Coordinate with your ally to attack, defend, and overpower your opponent.

Distance between bases

Main to main: 24s
Natural to natural: 20s


With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?
Ryuuga
Profile Joined July 2018
United States7 Posts
July 25 2018 05:00 GMT
#24
On July 25 2018 13:44 ZigguratOfUr wrote:

With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?


Scouts and wall up asap. ^.^
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 25 2018 05:14 GMT
#25
On July 25 2018 14:00 Ryuuga wrote:
Show nested quote +
On July 25 2018 13:44 ZigguratOfUr wrote:

With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?


Scouts and wall up asap. ^.^


Getting a wall up in time (even without scouting) might just be slightly impossible.
Ryuuga
Profile Joined July 2018
United States7 Posts
July 25 2018 07:02 GMT
#26
On July 25 2018 14:14 ZigguratOfUr wrote:
Show nested quote +
On July 25 2018 14:00 Ryuuga wrote:
On July 25 2018 13:44 ZigguratOfUr wrote:

With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?


Scouts and wall up asap. ^.^


Getting a wall up in time (even without scouting) might just be slightly impossible.


12 pool starts at around 18s, finishes at 1:04, and hits by 1:46. Protoss and Terran can finish wall by 1:40 easily with early scout after the first Pylon as Protoss and as the Supply Depot is being placed as Terran. Since it's a small rush distance scouting early is a must as standard play if player don't want to lose to rush.

First Supply Depot / Pylon starts at 18s and the first Barrack / Gateways starts at 40s. Worker will reach the opposing base at 44s assuming the pool is scouted as it finishes at 1:04 there's a 44s window to completely wall off the ramp with 4 Supply Depot and 2 Barracks as double Terran, 4 Pylon and 2 Gateway as Protoss, and any other way to mix and match the wall off.

Scout and wall, you'll be fine. ^.^
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2018-07-25 08:03:54
July 25 2018 07:34 GMT
#27
12pool? ZZ is just going to double 13/12
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Yrr
Profile Joined June 2012
Germany802 Posts
July 25 2018 08:20 GMT
#28
Map Name: 055
The layout looks nice for earlygame (if early pool isnt too strong) but once the midgame start it seems impossible to cross those bridges versus a defending army. A few defensive tank will defeat any ground army.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Ryuuga
Profile Joined July 2018
United States7 Posts
July 25 2018 22:22 GMT
#29
On July 25 2018 17:20 Yrr wrote:
Map Name: 055
The layout looks nice for earlygame (if early pool isnt too strong) but once the midgame start it seems impossible to cross those bridges versus a defending army. A few defensive tank will defeat any ground army.


It can be pretty rough crossing the bridge once a sizable army is on the other side. I would not recommend spear heading into tanks trying to break into a defending Terran during the mid game or any other huge army.

Instead, draw a line to defend and go on the offense on the other bridge or any other way to deal damage that avoids a direct army confrontation.
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
Yrr
Profile Joined June 2012
Germany802 Posts
July 25 2018 22:36 GMT
#30
If I see it correctly there are only 2 attack paths and both are hard to fight through. 2 paths is already very little but 2 bridges is even harder.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Freeze_be
Profile Joined February 2017
Korea (South)14 Posts
July 26 2018 05:27 GMT
#31
No custom textures is basic texture only use?
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 26 2018 09:07 GMT
#32
On July 26 2018 14:27 Freeze_be wrote:
No custom textures is basic texture only use?


Rules/Restrictions:

No custom textures or Force Fields.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Avexyli
Profile Blog Joined April 2014
United States694 Posts
July 26 2018 23:41 GMT
#33
You cant wall off a ramp that early with that short of a rush distance.

Apotheosis had I believe a 38 second rush distance as a 1v1 map and Protoss would often not have zealot out in time if caught by a 12 pool if following a standard build, and thats a 1x1 ramp. Having it below 20s in what looks to be a 3x ramp would be impossible.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2018-07-28 02:34:11
July 28 2018 02:32 GMT
#34
You gotta keep the rush distances similar to 1v1 maps. These short rush / big ramp maps are the reason I used to open fast double-gate or double-rax before gas/xpo in team games. I was dia in 3v3 and high master in 4v4 WoL/HotS doing these kinds of builds. In 2v2 especially very fast timing attacks hit extremely hard.

Keep the rush distances similar to 1v1, but make it so that there are enough bases and attack paths to keep things interesting. It's not an easy thing to do without making super huge maps or having really weird layouts.

Also regarding multiple attack paths, this can often favor the attacker if the defenders have no way to help out a teammate. So make sure that defenders can get to their allies if you're going to have lots of attack paths, otherwise you end up with 3v1 or 4v1 situations where one teammate just gets picked off early on. (And unfortunately the correct way to react to this on some maps is to let your teammate die and counter - which is obviously not fun for the player being singled out.)
~ ~ <°)))><~ ~ ~
Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-07-29 06:41:30
July 29 2018 05:54 GMT
#35
On July 24 2018 23:19 Superouman wrote:
Show nested quote +
On July 24 2018 19:38 Adramelech1 wrote:
I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas

What are the importants things we shouldn't do?



On July 25 2018 02:52 NewSunshine wrote:
I'm generally aware of certain concepts like high-mobility units like Hellion/Zergling being able to split players apart very effectively, but team play in general is much more in the dark than 1v1, so I'd love any bits of advice from actual team game players.


Short version of things that I believe either needs improvements or should be considered for 3v3, as a 3v3 regular:

- Walling. Sometimes the maps layout aren't very... intuitive. And it confuses people. People who maybe aren't used to those maps, or maybe really just don't know any better. I'd like to see more maps in 3v3 where the walling is intuitive for both the less experienced player and the veteran. This has a lot to do with base ramps which is my next gripe.

- Ramps. Middle sized ramps are okay. However I believe gigantic ramps, such as the colossal main ramp in Misty Swamp, are bad. Frankly not a fan of those. Awkward to wall(actually impossible if you get zerg teammates) and difficult to defend. Oh and if we are going to have unprotected backdoor(s) please don't make both the back door(s) and the main ramp(s) large. Or at least give us some rocks. Don't make it impossible to wall when we uh, get zerg team mates. Another suggested map I don't like is Bastion of the Conclave, you cannot reliably secure your natural on that map due to the gigantic ramp leading to it, once again if you get zerg allies you can pretty much forget about it.

- All players should be entitled to AT LEAST a natural base on non-rush maps as a rule of thumb. It only makes sense. Personally I wouldn't mind seeing one map where ALL players can achieve 3 base without too much of a hassle. Currently there is no such maps in 3v3 even though there used to be in the past, except for Black Site, but the wall up on Black Site is kind of tricky and not very obvious, basically you have 2 versions of wall ups here: The safe version and the greedy version. Safe version provides easy 2 base and high ground advantage but requires a wall up at 3 different locations. Greedy version provides easier 3 base with a double wall up on low ground. The double wall up on low ground can be achieved in a somewhat reasonable amount of time by 1 terran with a 1/1/1 opener. If not playing terran and you get zerg allies you are probably screwed out of a wall.

~Example~

A good example of a macro oriented team map that makes good utilization of ramps and rocks is the 4v4 map "Old Estate". I'd like to see something like it for 3v3 again. It has a LOT of bases, the walling is intuitive, safe and easy, the gold bases are pretty hard to take, the backdoor is protected by rocks. Doesn't possesses ridiculous amounts of air space. The dreaded skytoss play and air play in general everyone in the team scene evidently hates isn't as predominant because that stuff can be countered more easily when there isn't too much air space to abuse.... We might even see more variety in the 3v3 low-mid level protoss meta!!... Yeah that's not going to happen. The map certainly does not eliminates that style of play given its inherent macro potential. Yet, good players shall prevail, most of the time.


Well this was supposed to be a short version and I went on and on for a while .... Bleh, let me know if you guys would like to hear more from me
Ej_
Profile Blog Joined January 2013
47656 Posts
July 29 2018 06:41 GMT
#36
FWIW, I think old estate is a garbage carrier map.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-07-29 06:52:28
July 29 2018 06:49 GMT
#37
On July 29 2018 15:41 Ej_ wrote:
FWIW, I think old estate is a garbage carrier map.


i don't know in my experience that style doesn't seems to be that strong on that map because 1. you don't die as easily to all-ins and 2. not a lot of air space and 3. yeah he can macro up but so can you

So if you just play better than them and punish them for playing greedy it shouldn't be too much of an issue imo. I think it's a worth compromise.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 29 2018 10:23 GMT
#38
2v2:
[image loading]
3v3:
[image loading]
[image loading]
4v4:
(preview)
[image loading]
"Not you."
Ryuuga
Profile Joined July 2018
United States7 Posts
July 29 2018 21:28 GMT
#39
Hey guys!

Thanks for everyone who commented on my map 055 thus far, giving me you opinion and suggestions.

I just started a revision of the map 055 in tandem with a 3 player map I'm also making for this tournament. The objective of the revision is to achieve the balance of rush, early game play, and the mid to late game where base count will not become an issue and to add a layer of depth and sophistication to the game play where it isn't just about rush and the early game, but also the late game, which can be full of fireworks as well.

Your SC2 Melee Map Architect,
-Ryuuga
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2018-07-30 17:53:22
July 30 2018 17:52 GMT
#40
So yesterday i manage to finish a 2v2 map and maybe later on this week I'll finish a 3v3/4v4/maybe another 2v2 map.
Anyways heres, Grounds of the Zalria!

[image loading]

Its uploaded to all servers under the [PLX] name. And can be easily found by such. I am not responsible for anyone who gets rushed, cheesed, memed, or skytossed on this map. even though its rush distance is surprisingly long.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Marras
Profile Joined June 2018
Finland63 Posts
July 30 2018 21:32 GMT
#41
One of the team maps I've been working on, Equivalence (2v2):

[image loading]
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2018-07-31 09:50:23
July 31 2018 09:43 GMT
#42
(3v3) Map Station

[image loading]
vibeo gane,
JWD[9]
Profile Blog Joined November 2015
364 Posts
Last Edited: 2018-07-31 10:47:20
July 31 2018 10:42 GMT
#43
-NegativeZero- That is such a cool idea for a map! GL
Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-08-01 02:13:18
August 01 2018 01:44 GMT
#44
awesome map NegativeZero, love love the "green zone" XD hope this one makes it to the ladder, i just hope my zerg partners dont suck

also meavis second 3v3 map looks very solid with decent main and natural wall-ins for all players as well as some interesting aesthetics
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2018-08-01 12:44:06
August 01 2018 09:42 GMT
#45
Trying to make up for my disappointing tlmc11 with team maps. For each category, i made one simple map that is comfortable to play on and one experimental map where players have to think how to play it efficiently.

Butterfly - 2v2 - Open
+ Show Spoiler +
[image loading]


Golden Kingdom- 2v2 - Fortress
+ Show Spoiler +

Note: Yes, this is a much larger Cloud Kingdom that is transformed for 2v2.

[image loading]


Xel'Naga Temple - 3v3 - Semi-Fortress
+ Show Spoiler +

Note: There is a bug in the editor which shows oragnge hexagons in blue. It is using the correct color ingame though.

[image loading]


Bone Temple - 3v3 - Fortress
+ Show Spoiler +
[image loading]


Dark Continent - 4v4 - Fortress
+ Show Spoiler +

Note: All the players start at the bottom wasteland area of the map with low resources. The top part of the map is very rich in resources but there are Renegade Missile Turrets on the way.

[image loading]


Kepler Station - 4v4 - Semi-Fortress
+ Show Spoiler +
[image loading]


Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Marras
Profile Joined June 2018
Finland63 Posts
August 01 2018 16:34 GMT
#46
Another one, Sunset Valley (4v4):

[image loading]
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
Namrufus
Profile Blog Joined August 2011
United States396 Posts
August 01 2018 20:03 GMT
#47
Here is what I'll be submitting in the 2v2 category:

+ Show Spoiler [Gersemi (2v2)] +
[image loading]
size: 160x144


+ Show Spoiler [Rhoskallian (2v2)] +
[image loading]
size: 152x152
This is it... the alpaca lips.
miazmatic
Profile Joined July 2018
Australia3 Posts
Last Edited: 2018-08-02 23:24:12
August 02 2018 23:06 GMT
#48
Salina Station (3v3) - Semi-Fortress [WIP]
+ Show Spoiler +
[image loading]

[image loading]
Poopy-di scoop, Scoop-diddy-whoop, Whoop-di-scoop-di-poop, Poop-di-scoopty, Scoopty-whoop, Whoopity-scoop, whoop-poop, Poop-diddy, whoop-scoop, Poop, poop, Scoop-diddy-whoop, Whoop-diddy-scoop, Whoop-diddy-scoop, poop
Marras
Profile Joined June 2018
Finland63 Posts
August 02 2018 23:53 GMT
#49
Divergence (2v2):

[image loading]
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 04 2018 01:46 GMT
#50
2v2:
+ Show Spoiler [Stel Aurora] +
[image loading]

+ Show Spoiler [Butterfly Wing] +
[image loading]


3v3:
+ Show Spoiler [Hills of Qaijuul] +
[image loading]

+ Show Spoiler [Whitewater Line] +
[image loading]


4v4:
+ Show Spoiler [Atlas Fortress] +
[image loading]

+ Show Spoiler [Mementos] +
[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2018-08-04 20:52:51
August 04 2018 20:33 GMT
#51
My rushed to finish I'm out of time and can't do anything tomorrow submissions MonkaS

2v2
+ Show Spoiler +
[image loading]
[Last Enclave]

3v3
+ Show Spoiler +
[image loading]
[Rainbow]

Just realized the Image of last enclave was an older one. fixed it.
I'm unlikely to know what I'm talking about
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2018-08-05 12:06:39
August 05 2018 12:05 GMT
#52
Here's my submissions, hopefully I can make up for the disappointment of the Moopies map:

1.Burned Tower (4v4)
+ Show Spoiler +
[image loading]


2.Cerulean Caves (3v3)
+ Show Spoiler +
[image loading]


3.Prasinos (2v2)
+ Show Spoiler +
[image loading]


4.Paradise Resort (4v4)
+ Show Spoiler +
[image loading]


5.Neo Matchpoint (2v2)
+ Show Spoiler +
[image loading]
Since I did not have much time to do the deco, the aesthetics are a fork of my map Sky Tower, which are in turn a fork of one of RQM's recent maps, Cyperspace. Great stuff.


Now there comes the boring part, writing the submissions PMs...


Author of Coda and Eastwatch.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 05 2018 18:36 GMT
#53
submitted

2v2
Pantheon
[image loading]

3v3
Khalai terrace
[image loading]

Outland
[image loading]

4v4
Rime
[image loading]

Fractional distilation plant
[image loading]

"Not you."
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2018-08-05 21:35:04
August 05 2018 21:32 GMT
#54
Clarified in the post that the categories are 2v2, 3v3, and 4v4. If you entered a map under a category name such as "Fortress", "Semi-Fortress", "Rush", or "Open", don't worry about it unless you made more than 2 2v2, 3v3, or 4v4 maps - your maps will be put in the correct category.

Also, no, you don't have to explain why your 2v2 map fits in the 2v2 category.
Moderatorshe/her
TL+ Member
Zuratu
Profile Joined April 2018
United States25 Posts
Last Edited: 2018-08-05 21:41:58
August 05 2018 21:41 GMT
#55
Ah damn, I already submitted and sarcastically explained the category choice...
Only got one map together, but I feel rather solid on it!

UED Stronghold
+ Show Spoiler +

[image loading]

The middle looks weird in the overview but it looks fine in game.
[image loading]
Probably from Earth. Possibly Human.
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2018-08-06 00:08:25
August 05 2018 22:35 GMT
#56
My 3 Submissions. Yeah i have 3 after all, made the last one literally in under 2 hours, but i had this cool idea, that had to be done in time.. there is always iteration phase in case for the refinement

Fuchsia
[image loading]

Superconductor
[image loading]

The Proving Grounds
[image loading]

.
.
maps are also uploaded on EU (first 2 on NA also)
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Pklixian
Profile Joined October 2017
Canada81 Posts
August 05 2018 23:56 GMT
#57
So I just finished my second submission for this contest until it comes to an end.
See Dreamwaker! a 4v4 map that splits the team into 2 sides. forces into double 2v2's in the attempt to secure your side!
[image loading]

I am not responsible for any injuries from cheeses, cry babies, allies expecting you to carry them, zerg. And any general thing teamgames have problems about. Have fun and embrace the dream!
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
themusic246
Profile Joined December 2012
United States211 Posts
August 06 2018 02:32 GMT
#58
Only had time to finish 3. Here they are. GL!

Efflorescence (2v2):
[image loading]

Shipwrecked: (4v4):
[image loading]

LuminousPeak (4v4):
[image loading]
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Namrufus
Profile Blog Joined August 2011
United States396 Posts
August 06 2018 02:44 GMT
#59
Some more submissions:

+ Show Spoiler [Amphibianomalous (3v3)] +
[image loading]
176x128


+ Show Spoiler [Igneous Ingress (4v4)] +
[image loading]
184x168
This is it... the alpaca lips.
Timmay
Profile Joined April 2005
United States112 Posts
August 06 2018 02:47 GMT
#60
Betrayed by the Game
[image loading]

Nunc Fluens
[image loading]

Spirit of 1776
[image loading]

Growl
[image loading]

Ammonia Snow
[image loading]


Chad
[image loading]

Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-08-06 05:10:44
August 06 2018 04:21 GMT
#61
<3 Hills of Qaijuul, Whitewater Line, Outland, Khalai Temple <3 really digging these 3v3 maps keep 'em coming

Bone Temple looks interesting but I have no idea how you are not supposed to open 1 base given the 6 large ramps on low ground, maybe close 3~4 of those ramps with rocks and add a watch tower? then we have a cool map

proving grounds would be better if everyone could have a natural



Spino
Profile Joined July 2018
4 Posts
August 06 2018 04:43 GMT
#62
2v2 Solitudinem

+ Show Spoiler +
[image loading]


3v3 Forsaken Shrines

+ Show Spoiler +
[image loading]


4v4 Thriving Colonies

+ Show Spoiler +
[image loading]


Mind my lol titles. I was having a hard time alright.
themusic246
Profile Joined December 2012
United States211 Posts
August 06 2018 04:55 GMT
#63
Another 3v3 map at the buzzer, GL!

[image loading]

1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Freeze_be
Profile Joined February 2017
Korea (South)14 Posts
August 06 2018 04:59 GMT
#64
My submission map

2v2 Battle Park
+ Show Spoiler +
[image loading]


3v3 Creep to Road
+ Show Spoiler +
[image loading]


Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-08-06 05:23:48
August 06 2018 05:15 GMT
#65
magnificent submission themusic246 <3 strong contender imo can't wait to play this one on ladder

i like the pocket expansions idea on forsaken shrines as well as the map layout overall

3v3 Creep to Road looks crazy, I can imagine some lol games here, a zerg fiesta

-NegativeZero-
Profile Joined August 2011
United States2141 Posts
August 06 2018 05:22 GMT
#66
Enzyme - 2v2
[image loading]

Blood Bath - 2v2
[image loading]

Map Station - 3v3
[image loading]

Multiprocessor - 4v4
[image loading]
vibeo gane,
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2018-08-06 05:28:05
August 06 2018 05:27 GMT
#67
Emerald City - 2v2
+ Show Spoiler +
[image loading]


Nootaikok - 2v2
+ Show Spoiler +
[image loading]


Rose Motel - 3v3
+ Show Spoiler +
[image loading]


Bloodmage - 4v4
+ Show Spoiler +
[image loading]


Khonsu - 4v4
+ Show Spoiler +
[image loading]



Not sure about my maps, first time to make team-maps..

GL for everyone!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2018-08-06 05:57:16
August 06 2018 05:36 GMT
#68
[3v3] Coronation

[image loading]
+ Show Spoiler +

126x144

King me! A small 3v3 map where control of the center is key. The map starts as two 2v1s but allies are connected by a single fortress. Can your forces reach the other end of the map?

- Rocks divide the center into two 2v1 attack lanes
- One pocket natural per team
- Connected mains and defensible naturals
- Securing a 3rd base for all teammates will be a challenge; players must work together to secure real estate

Main-Main: 50 seconds
Top of Main ramp to Top of Main ramp: 42 seconds
Nat-Nat: 28 seconds (at shortest path)

[image loading]

[image loading]

[image loading]
~ ~ <°)))><~ ~ ~
themusic246
Profile Joined December 2012
United States211 Posts
Last Edited: 2018-08-06 07:31:36
August 06 2018 06:57 GMT
#69
List of known submissions. Let me know if something is wrong. Thx

2v2 (27 submissions)
=========================
+ Show Spoiler +
055 - Ryuuga
+ Show Spoiler +
[image loading]

Grounds of the Zalria - Pklixian
+ Show Spoiler +
[image loading]

Equivalence - Marras
+ Show Spoiler +
[image loading]

Divergence - Marras
+ Show Spoiler +
[image loading]

Butterfly - Superouman
+ Show Spoiler +
[image loading]

Golden Kingdom - Superouman
+ Show Spoiler +
[image loading]

Gersemi - Namrufus
+ Show Spoiler +
[image loading]

Rhoskallian - Namrufus
+ Show Spoiler +
[image loading]

Stel Aurora - NewSunshine
+ Show Spoiler +
[image loading]

Butterfly Wing - NewSunshine
+ Show Spoiler +
[image loading]

Last Enclave - Invalid99
+ Show Spoiler +
[image loading]

Prasinos - IeZaeL
+ Show Spoiler +
[image loading]

Neo Matchpoint - IeZaeL
+ Show Spoiler +
[image loading]

Pantheon - Meavis
+ Show Spoiler +
[image loading]

Fuchsia - Zweck
+ Show Spoiler +
[image loading]

Superconductor - Zweck
+ Show Spoiler +
[image loading]

Efflorescence - themusic246
+ Show Spoiler +
[image loading]

Ammonia Snow - Timmay
+ Show Spoiler +
[image loading]

Chad - Timmay
+ Show Spoiler +
[image loading]

Solitudinem - Spino
+ Show Spoiler +
[image loading]

Battle Park - Freeze_be
+ Show Spoiler +
[image loading]

Enzyme - -NegativeZero-
+ Show Spoiler +
[image loading]

Blood Bath - -NegativeZero-
+ Show Spoiler +
[image loading]

Emerald City - RQM
+ Show Spoiler +
[image loading]

Nootaikok - RQM
+ Show Spoiler +
[image loading]

Last Resort - TheHallucinati
+ Show Spoiler +
[image loading]

Heartbreak Hill - TheHallucinati
+ Show Spoiler +
[image loading]


3v3 (22 submissions)
=========================
+ Show Spoiler +
Xel'Naga Temple - Superouman
+ Show Spoiler +
[image loading]

Bone Temple - Superouman
+ Show Spoiler +
[image loading]

Salina Station - miazmatic
+ Show Spoiler +
[image loading]

Hills of Qaijuul - NewSunshine
+ Show Spoiler +
[image loading]

Whitewater Line - NewSunshine
+ Show Spoiler +
[image loading]

Rainbow - Invalid99
+ Show Spoiler +
[image loading]

Cerulean Caves - IeZaeL
+ Show Spoiler +
[image loading]

Khalai terrace - Meavis
+ Show Spoiler +
[image loading]

Outland - Meavis
+ Show Spoiler +
[image loading]

UED Stronghold - SirZachary
+ Show Spoiler +
[image loading]

The Proving Grounds - Zweck
+ Show Spoiler +
[image loading]

Sandstorm Station - themusic246
+ Show Spoiler +
[image loading]

Amphibianomalous - Namrufus
+ Show Spoiler +
[image loading]

Spirit of 1776 - Timmay
+ Show Spoiler +
[image loading]

Growl - Timmay
+ Show Spoiler +
[image loading]

Forsaken Shrines - Spino
+ Show Spoiler +
[image loading]

Creep to Road - Freeze_be
+ Show Spoiler +
[image loading]

Map Station - -NegativeZero-
+ Show Spoiler +
[image loading]

Rose Motel - RQM
+ Show Spoiler +
[image loading]

Coronation - TheFish7
+ Show Spoiler +
[image loading]

Snake River Station - TheHallucinati
+ Show Spoiler +
[image loading]

Dirt Station - TheHallucinati
+ Show Spoiler +
[image loading]


4v4 (19 submissions)
=========================
+ Show Spoiler +
Sunset Valley - Marras
+ Show Spoiler +
[image loading]

Atlas Fortress - NewSunshine
+ Show Spoiler +
[image loading]

Mementos - NewSunshine
+ Show Spoiler +
[image loading]

Burned Tower - IeZaeL
+ Show Spoiler +
[image loading]

Paradise Resort - IeZaeL
+ Show Spoiler +
[image loading]

Rime - Meavis
+ Show Spoiler +
[image loading]

Fractional Distilation Plant - Meavis
+ Show Spoiler +
[image loading]

Dreamwaker - Pklilxian
+ Show Spoiler +
[image loading]

Shipwrecked - themusic246
+ Show Spoiler +
[image loading]

Luminous Peak - themusic246
+ Show Spoiler +
[image loading]

Igneous Ingress - Namrufus
+ Show Spoiler +
[image loading]

Betrayed by the Game - Timmay
+ Show Spoiler +
[image loading]

Nunc Fluens - Timmay
+ Show Spoiler +
[image loading]

Thriving Colonies - Spino
+ Show Spoiler +
[image loading]

Multiprocessor - -NegativeZero-
+ Show Spoiler +
[image loading]

Bloodmage - RQM
+ Show Spoiler +
[image loading]

Khonsu - RQM
+ Show Spoiler +
[image loading]

Dark Continent - Superouman
+ Show Spoiler +
[image loading]

Kepler Station - Superouman
+ Show Spoiler +
[image loading]


1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 07 2018 02:56 GMT
#70
I know it's hard to get a bunch of 3's and 4's teams together, but will there be any kind of exhibition matches for this tournament?
~ ~ <°)))><~ ~ ~
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 07 2018 08:29 GMT
#71
On August 06 2018 13:21 Adramelech1 wrote:
Bone Temple looks interesting but I have no idea how you are not supposed to open 1 base given the 6 large ramps on low ground, maybe close 3~4 of those ramps with rocks and add a watch tower? then we have a cool map

I added rocks on the ramp leading to the third but i forgot to update the map file i used for the submission T_T
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Adramelech1
Profile Joined March 2018
19 Posts
August 14 2018 10:40 GMT
#72
looks like I confused the spawn positions on bone temple... map actually looks amazing XD
Normal
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